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Add HUDDrawer class and add a test
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811765fd79
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@ -15,8 +15,8 @@ set(RWGAME_SOURCES
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GameWindow.hpp
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GameWindow.cpp
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DrawUI.cpp
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DrawUI.hpp
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HUDDrawer.hpp
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HUDDrawer.cpp
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MenuSystem.hpp
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MenuSystem.cpp
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GameInput.hpp
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@ -1,77 +0,0 @@
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#ifndef _RWGAME_DRAWUI_HPP_
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#define _RWGAME_DRAWUI_HPP_
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#include <engine/GameWorld.hpp>
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#include <render/GameRenderer.hpp>
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class PlayerController;
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/**
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* Wrapper class for HUD drawing parameters.
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*/
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class HUDParameters {
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public:
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struct Parameters {
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float hudScale;
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float uiTextSize;
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float uiTextHeight;
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float uiElementMargin;
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float uiOuterMargin;
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float uiInfoMargin;
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float uiWeaponSize;
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float uiAmmoSize;
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float uiAmmoHeight;
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float uiWantedLevelHeight;
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float uiScriptTimerHeight;
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float uiArmourOffset;
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float uiMapSize;
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};
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static const size_t uiTextSize = 25;
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static const size_t uiTextHeight = 22;
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static const size_t uiElementMargin = 3;
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static const size_t uiOuterMargin = 20;
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static const size_t uiInfoMargin = 10;
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static const size_t uiWeaponSize = 64;
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static const size_t uiAmmoSize = 14;
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static const size_t uiAmmoHeight = 16;
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static const size_t uiWantedLevelHeight =
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uiOuterMargin + uiWeaponSize + uiElementMargin;
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static const size_t uiScriptTimerHeight =
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uiWantedLevelHeight + uiTextHeight + uiElementMargin;
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static const size_t uiArmourOffset = uiTextSize * 3;
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static const size_t uiMaxWantedLevel = 6;
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static const size_t uiLowHealth = 9;
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static constexpr glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
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static constexpr glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
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static constexpr glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
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static constexpr glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
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static constexpr glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
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static constexpr glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
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static constexpr float uiMapSize = 150.f;
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static constexpr float uiWorldSizeMin = 200.f;
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static constexpr float uiWorldSizeMax = 300.f;
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static HUDParameters& getInstance() {
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static HUDParameters instance;
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return instance;
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}
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void scaleHUD(float scale = 1.f);
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Parameters getHUDParameters();
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private:
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Parameters hudParameters;
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HUDParameters() = default;
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~HUDParameters() = default;
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HUDParameters(const HUDParameters&) = delete;
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HUDParameters& operator=(const HUDParameters&) = delete;
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};
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void drawHUD(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render);
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
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#endif
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@ -1,4 +1,4 @@
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#include "DrawUI.hpp"
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#include "HUDDrawer.hpp"
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#include <ai/PlayerController.hpp>
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#include <data/WeaponData.hpp>
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#include <engine/GameData.hpp>
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@ -10,18 +10,15 @@
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#include <iomanip>
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#include <sstream>
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void drawScriptTimer(GameWorld* world, GameRenderer* render) {
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer* render) {
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if (world->state->scriptTimerVariable) {
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float scriptTimerTextX = static_cast<float>(
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render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
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float scriptTimerTextY = parameters.uiScriptTimerHeight;
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render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
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float scriptTimerTextY = hudParameters.uiScriptTimerHeight;
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TextRenderer::TextInfo ti;
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ti.font = FONT_PRICEDOWN;
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ti.size = parameters.uiTextSize;
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ti.size = hudParameters.uiTextSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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{
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@ -33,30 +30,28 @@ void drawScriptTimer(GameWorld* world, GameRenderer* render) {
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ti.text = GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition =
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glm::vec2(scriptTimerTextX + 1.f, scriptTimerTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = hudParams.uiScriptTimerColour;
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ti.baseColour = hudParameters.uiScriptTimerColour;
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ti.screenPosition = glm::vec2(scriptTimerTextX, scriptTimerTextY);
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render->text.renderText(ti);
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}
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}
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void drawMap(ViewCamera& currentView, PlayerController* player,
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void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render) {
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MapRenderer::MapInfo map;
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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if (world->state->hudFlash != HudFlash::FlashRadar ||
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std::fmod(world->getGameTime(), 0.5f) >= .25f) {
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glm::quat camRot = currentView.rotation;
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map.rotation = glm::roll(camRot) - glm::half_pi<float>();
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map.worldSize = hudParams.uiWorldSizeMin;
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map.worldSize = hudParams.uiWorldSizeMax;
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map.worldSize = hudParameters.uiWorldSizeMin;
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map.worldSize = hudParameters.uiWorldSizeMax;
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if (player) {
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map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
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}
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@ -64,34 +59,31 @@ void drawMap(ViewCamera& currentView, PlayerController* player,
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const glm::ivec2& vp = render->getRenderer()->getViewport();
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glm::vec2 mapTop =
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glm::vec2(parameters.uiOuterMargin, vp.y - (parameters.uiOuterMargin + parameters.uiMapSize));
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glm::vec2(hudParameters.uiOuterMargin, vp.y - (hudParameters.uiOuterMargin + hudParameters.uiMapSize));
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glm::vec2 mapBottom =
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glm::vec2(parameters.uiOuterMargin + parameters.uiMapSize, vp.y - parameters.uiOuterMargin);
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glm::vec2(hudParameters.uiOuterMargin + hudParameters.uiMapSize, vp.y - hudParameters.uiOuterMargin);
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map.screenPosition = (mapTop + mapBottom) / 2.f;
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map.screenSize = parameters.uiMapSize * 0.95f;
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map.screenSize = hudParameters.uiMapSize * 0.95f;
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render->map.draw(world, map);
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}
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}
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void drawPlayerInfo(PlayerController* player, GameWorld* world,
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void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
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GameRenderer* render) {
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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float infoTextX = static_cast<float>(render->getRenderer()->getViewport().x -
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(parameters.uiOuterMargin + parameters.uiWeaponSize + parameters.uiInfoMargin));
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float infoTextY = 0.f + parameters.uiOuterMargin;
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(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize + hudParameters.uiInfoMargin));
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float infoTextY = 0.f + hudParameters.uiOuterMargin;
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float iconX = static_cast<float>(render->getRenderer()->getViewport().x -
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(parameters.uiOuterMargin + parameters.uiWeaponSize));
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float iconY = parameters.uiOuterMargin;
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float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
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float wantedY = parameters.uiWantedLevelHeight;
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(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize));
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float iconY = hudParameters.uiOuterMargin;
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float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
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float wantedY = hudParameters.uiWantedLevelHeight;
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TextRenderer::TextInfo ti;
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ti.font = FONT_PRICEDOWN;
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ti.size = parameters.uiTextSize;
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ti.size = hudParameters.uiTextSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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{
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@ -102,16 +94,16 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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ti.text = GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = hudParams.uiTimeColour;
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ti.baseColour = hudParameters.uiTimeColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += parameters.uiTextHeight;
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infoTextY += hudParameters.uiTextHeight;
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{
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std::stringstream ss;
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@ -121,19 +113,19 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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ti.text = GameSymbols::Money + GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = hudParams.uiMoneyColour;
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ti.baseColour = hudParameters.uiMoneyColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += parameters.uiTextHeight;
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infoTextY += hudParameters.uiTextHeight;
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if ((world->state->hudFlash != HudFlash::FlashHealth &&
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player->getCharacter()->getCurrentState().health > hudParams.uiLowHealth) ||
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player->getCharacter()->getCurrentState().health > hudParameters.uiLowHealth) ||
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std::fmod(world->getGameTime(), 0.5f) >=
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.25f) { // UI: Blinking health indicator if health is low
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std::stringstream ss;
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@ -142,12 +134,12 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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player->getCharacter()->getCurrentState().health);
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ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str(), ti.font);
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = hudParams.uiHealthColour;
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ti.baseColour = hudParameters.uiHealthColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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}
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@ -159,22 +151,22 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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player->getCharacter()->getCurrentState().armour);
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ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str(), ti.font);
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition =
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glm::vec2(infoTextX + 1.f - parameters.uiArmourOffset, infoTextY + 1.f);
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glm::vec2(infoTextX + 1.f - hudParameters.uiArmourOffset, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = hudParams.uiArmourColour;
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ti.screenPosition = glm::vec2(infoTextX - parameters.uiArmourOffset, infoTextY);
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ti.baseColour = hudParameters.uiArmourColour;
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ti.screenPosition = glm::vec2(infoTextX - hudParameters.uiArmourOffset, infoTextY);
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render->text.renderText(ti);
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}
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GameString s;
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for (size_t i = 0; i < hudParams.uiMaxWantedLevel; ++i) {
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for (size_t i = 0; i < hudParameters.uiMaxWantedLevel; ++i) {
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s += GameSymbols::Star;
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}
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ti.text = s;
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
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render->text.renderText(ti);
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@ -214,7 +206,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
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render->drawTexture(
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itemTexture.get(),
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glm::vec4(iconX, iconY, parameters.uiWeaponSize, parameters.uiWeaponSize));
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glm::vec4(iconX, iconY, hudParameters.uiWeaponSize, hudParameters.uiWeaponSize));
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}
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if (weapon->fireType != WeaponData::MELEE) {
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@ -244,17 +236,17 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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std::to_string(slotInfo.bulletsClip), ti.font);
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}
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ti.baseColour = hudParams.uiShadowColour;
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ti.baseColour = hudParameters.uiShadowColour;
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ti.font = FONT_ARIAL;
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ti.size = parameters.uiAmmoSize;
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ti.size = hudParameters.uiAmmoSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Center;
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ti.screenPosition = glm::vec2(iconX + parameters.uiWeaponSize / 2.f,
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iconY + parameters.uiWeaponSize - parameters.uiAmmoHeight);
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ti.screenPosition = glm::vec2(iconX + hudParameters.uiWeaponSize / 2.f,
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iconY + hudParameters.uiWeaponSize - hudParameters.uiAmmoHeight);
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render->text.renderText(ti);
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}
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}
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void drawHUD(ViewCamera& currentView, PlayerController* player,
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void HUDDrawer::drawHUD(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render) {
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if (player && player->getCharacter()) {
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drawMap(currentView, player, world, render);
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@ -263,9 +255,7 @@ void drawHUD(ViewCamera& currentView, PlayerController* player,
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}
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}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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HUDParameters::Parameters parameters = HUDParameters::getInstance().getHUDParameters();
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void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
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TextRenderer::TextInfo ti;
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@ -277,7 +267,7 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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for (auto& l : alltext) {
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for (auto& t : l) {
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ti.size = static_cast<float>(t.size * parameters.hudScale);
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ti.size = static_cast<float>(t.size * hudParameters.hudScale);
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ti.font = t.font;
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ti.text = t.text;
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ti.wrapX = t.wrapX;
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@ -316,22 +306,22 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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}
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}
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void HUDParameters::scaleHUD(float scale) {
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void HUDDrawer::applyHUDScale(const float scale) {
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hudParameters.hudScale = scale;
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hudParameters.uiTextSize = uiTextSize * scale;
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hudParameters.uiTextHeight = uiTextHeight * scale;
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hudParameters.uiElementMargin = uiElementMargin * scale;
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hudParameters.uiOuterMargin = uiOuterMargin * scale;
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hudParameters.uiInfoMargin = uiInfoMargin * scale;
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hudParameters.uiWeaponSize = uiWeaponSize * scale;
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hudParameters.uiAmmoSize = uiAmmoSize * scale;
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hudParameters.uiAmmoHeight = uiAmmoHeight * scale;
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hudParameters.uiWantedLevelHeight = uiWantedLevelHeight * scale;
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hudParameters.uiScriptTimerHeight = uiScriptTimerHeight * scale;
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hudParameters.uiArmourOffset = uiArmourOffset * scale;
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hudParameters.uiMapSize = uiMapSize * scale;
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hudParameters.uiTextSize *= scale;
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hudParameters.uiTextHeight *= scale;
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hudParameters.uiElementMargin *= scale;
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hudParameters.uiOuterMargin *= scale;
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hudParameters.uiInfoMargin *= scale;
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hudParameters.uiWeaponSize *= scale;
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hudParameters.uiAmmoSize *= scale;
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hudParameters.uiAmmoHeight *= scale;
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hudParameters.uiWantedLevelHeight *= scale;
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hudParameters.uiScriptTimerHeight *= scale;
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hudParameters.uiArmourOffset *= scale;
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hudParameters.uiMapSize *= scale;
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}
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HUDParameters::Parameters HUDParameters::getHUDParameters() {
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HUDDrawer::HUDParameters HUDDrawer::getHUDParameters() {
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return hudParameters;
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}
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57
rwgame/HUDDrawer.hpp
Normal file
57
rwgame/HUDDrawer.hpp
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@ -0,0 +1,57 @@
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#ifndef _RWGAME_HUDDRAWER_HPP_
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#define _RWGAME_HUDDRAWER_HPP_
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#include <engine/GameWorld.hpp>
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#include <render/GameRenderer.hpp>
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class PlayerController;
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class HUDDrawer {
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public:
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struct HUDParameters {
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float hudScale = 1.f;
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float uiTextSize = 25.f;
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float uiTextHeight = 22.f;
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float uiElementMargin = 3.f;
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float uiOuterMargin = 20.f;
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float uiInfoMargin = 10.f;
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float uiWeaponSize = 64.f;
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float uiAmmoSize = 14.f;
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float uiAmmoHeight = 16.f;
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float uiWantedLevelHeight =
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uiOuterMargin + uiWeaponSize + uiElementMargin;
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float uiScriptTimerHeight =
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uiWantedLevelHeight + uiTextHeight + uiElementMargin;
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float uiArmourOffset = uiTextSize * 3.f;
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float uiMaxWantedLevel = 6.f;
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float uiLowHealth = 9.f;
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glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
|
||||
glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
|
||||
glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
|
||||
glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
|
||||
glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
|
||||
glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
|
||||
float uiMapSize = 150.f;
|
||||
float uiWorldSizeMin = 200.f;
|
||||
float uiWorldSizeMax = 300.f;
|
||||
};
|
||||
|
||||
HUDDrawer() = default;
|
||||
~HUDDrawer() = default;
|
||||
|
||||
void applyHUDScale(const float scale);
|
||||
HUDParameters getHUDParameters();
|
||||
void drawHUD(ViewCamera& currentView, PlayerController* player,
|
||||
GameWorld* world, GameRenderer* render);
|
||||
void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
|
||||
|
||||
private:
|
||||
HUDParameters hudParameters;
|
||||
|
||||
void drawScriptTimer(GameWorld* world, GameRenderer* render);
|
||||
void drawMap(ViewCamera& currentView, PlayerController* player,
|
||||
GameWorld* world, GameRenderer* render);
|
||||
void drawPlayerInfo(PlayerController* player, GameWorld* world,
|
||||
GameRenderer* render);
|
||||
};
|
||||
|
||||
#endif
|
@ -2,7 +2,6 @@
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include "DrawUI.hpp"
|
||||
#include "GameInput.hpp"
|
||||
#include "State.hpp"
|
||||
#include "states/BenchmarkState.hpp"
|
||||
@ -75,7 +74,8 @@ RWGame::RWGame(Logger& log, int argc, char* argv[])
|
||||
renderer.text.setFontTexture(FONT_PRICEDOWN, "font1");
|
||||
renderer.text.setFontTexture(FONT_ARIAL, "font2");
|
||||
|
||||
HUDParameters::getInstance().scaleHUD(config.getHUDScale());
|
||||
hudDrawer = HUDDrawer();
|
||||
hudDrawer.applyHUDScale(config.getHUDScale());
|
||||
renderer.map.scaleHUD(config.getHUDScale());
|
||||
|
||||
debug.setDebugMode(btIDebugDraw::DBG_DrawWireframe |
|
||||
@ -623,7 +623,7 @@ void RWGame::render(float alpha, float time) {
|
||||
|
||||
renderDebugView(time, viewCam);
|
||||
|
||||
if (!world->isPaused()) drawOnScreenText(world.get(), &renderer);
|
||||
if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), &renderer);
|
||||
|
||||
if (StateManager::currentState()) {
|
||||
RW_PROFILE_SCOPE("state");
|
||||
|
@ -23,6 +23,7 @@
|
||||
#include "game.hpp"
|
||||
|
||||
#include "GameBase.hpp"
|
||||
#include "HUDDrawer.hpp"
|
||||
|
||||
class PlayerController;
|
||||
|
||||
@ -31,6 +32,7 @@ class RWGame final : public GameBase {
|
||||
GameRenderer renderer;
|
||||
DebugDraw debug;
|
||||
GameState state;
|
||||
HUDDrawer hudDrawer;
|
||||
|
||||
std::unique_ptr<GameWorld> world;
|
||||
|
||||
@ -85,6 +87,10 @@ public:
|
||||
return vm.get();
|
||||
}
|
||||
|
||||
HUDDrawer& getHUDDrawer() {
|
||||
return hudDrawer;
|
||||
}
|
||||
|
||||
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
|
||||
GameObject** object = nullptr) {
|
||||
auto vc = currentCam;
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "IngameState.hpp"
|
||||
#include "DebugState.hpp"
|
||||
#include "DrawUI.hpp"
|
||||
#include "HUDDrawer.hpp"
|
||||
#include "PauseState.hpp"
|
||||
#include "RWGame.hpp"
|
||||
|
||||
@ -283,7 +283,7 @@ void IngameState::tick(float dt) {
|
||||
|
||||
void IngameState::draw(GameRenderer* r) {
|
||||
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
|
||||
drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
|
||||
game->getHUDDrawer().drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
|
||||
}
|
||||
|
||||
State::draw(r);
|
||||
|
@ -46,6 +46,7 @@ simpleConfig_t getValidConfig() {
|
||||
" american ;american english french german italian spanish.";
|
||||
result["input"]["invert_y"] =
|
||||
"1 #values != 0 enable input inversion. Optional.";
|
||||
result["game"]["hud_scale"] = "2.0\t;HUD scale";
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -294,6 +295,7 @@ BOOST_AUTO_TEST_CASE(test_config_valid) {
|
||||
BOOST_CHECK_EQUAL(config.getGameDataPath().string(), "/dev/test");
|
||||
BOOST_CHECK_EQUAL(config.getGameLanguage(), "american");
|
||||
BOOST_CHECK(config.getInputInvertY());
|
||||
BOOST_CHECK_EQUAL(config.getHUDScale(), 2.f);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_config_valid_modified) {
|
||||
|
Loading…
Reference in New Issue
Block a user